OpenRaiser/Intern-Atlas huggingface dataset:
Generative AI Needs Adaptive Governance
Venue: arXiv cs.CY 2024
Year: 2024

Because of the speed of its development, broad scope of application, and its ability to augment human performance, generative AI challenges the very notions of governance, trust, and human agency. The technology's capacity to mimic human knowledge work, feedback loops including significant uptick in users, research, investor, policy, and media attention, data and compute resources, all lead to rapidly increasing capabilities. For those reasons, adaptive governance, where AI governance and AI co-evolve, is essential for governing generative AI. In sharp contrast to traditional governance's regulatory regimes that are based on a mix of rigid one-and-done provisions for disclosure, registration and risk management, which in the case of AI carry the potential for regulatory misalignment, this paper argues that generative AI calls for adaptive governance. We define adaptive governance in the context of AI and outline an adaptive AI governance framework. We outline actors, roles, as well as both shared and actors-specific policy activities. We further provide examples of how the framework could be operationalized in practice. We then explain that the adaptive AI governance stance is not without its risks and limitations, such as insufficient oversight, insufficient depth, regulatory uncertainty, and regulatory capture, and provide potential approaches to fix these shortcomings.
Camera-Pose Robust Crater Detection from Chang'e 5
Venue: arXiv cs.CV 2024
Year: 2024

As space missions aim to explore increasingly hazardous terrain, accurate and timely position estimates are required to ensure safe navigation. Vision-based navigation achieves this goal through correlating impact craters visible through onboard imagery with a known database to estimate a craft's pose. However, existing literature has not sufficiently evaluated crater-detection algorithm (CDA) performance from imagery containing off-nadir view angles. In this work, we evaluate the performance of Mask R-CNN for crater detection, comparing models pretrained on simulated data containing off-nadir view angles and to pretraining on real-lunar images. We demonstrate pretraining on real-lunar images is superior despite the lack of images containing off-nadir view angles, achieving detection performance of 63.1 F1-score and ellipse-regression performance of 0.701 intersection over union. This work provides the first quantitative analysis of performance of CDAs on images containing off-nadir view angles. Towards the development of increasingly robust CDAs, we additionally provide the first annotated CDA dataset with off-nadir view angles from the Chang'e 5 Landing Camera.
Simplify Implant Depth Prediction as Video Grounding: A Texture Perceive Implant Depth Prediction Network
Venue: arXiv cs.CV 2024
Year: 2024

Surgical guide plate is an important tool for the dental implant surgery. However, the design process heavily relies on the dentist to manually simulate the implant angle and depth. When deep neural networks have been applied to assist the dentist quickly locates the implant position, most of them are not able to determine the implant depth. Inspired by the video grounding task which localizes the starting and ending time of the target video segment, in this paper, we simplify the implant depth prediction as video grounding and develop a Texture Perceive Implant Depth Prediction Network (TPNet), which enables us to directly output the implant depth without complex measurements of oral bone. TPNet consists of an implant region detector (IRD) and an implant depth prediction network (IDPNet). IRD is an object detector designed to crop the candidate implant volume from the CBCT, which greatly saves the computation resource. IDPNet takes the cropped CBCT data to predict the implant depth. A Texture Perceive Loss (TPL) is devised to enable the encoder of IDPNet to perceive the texture variation among slices. Extensive experiments on a large dental implant dataset demonstrated that the proposed TPNet achieves superior performance than the existing methods.
Evaluating Data-driven Performances of Mixed Integer Bilinear Formulations for Book Placement Planning
Venue: arXiv cs.RO 2024
Year: 2024

Mixed integer bilinear programs (MIBLPs) offer tools to resolve robotics motion planning problems with orthogonal rotation matrices or static moment balance, but require long solving times. Recent work utilizing data-driven methods has shown potential to overcome this issue allowing for applications on larger scale problems. To solve mixed-integer bilinear programs online with data-driven methods, several re-formulations exist including mathematical programming with complementary constraints (MPCC), and mixed-integer programming (MIP). In this work, we compare the data-driven performances of various MIBLP reformulations using a book placement problem that has discrete configuration switches and bilinear constraints. The success rate, cost, and solving time are compared along with non-data-driven methods. Our results demonstrate the advantage of using data-driven methods to accelerate the solving speed of MIBLPs, and provide references for users to choose the suitable re-formulation.
Low-Resource Cross-Lingual Summarization through Few-Shot Learning with Large Language Models
Venue: arXiv cs.CL 2024
Year: 2024

Cross-lingual summarization (XLS) aims to generate a summary in a target language different from the source language document. While large language models (LLMs) have shown promising zero-shot XLS performance, their few-shot capabilities on this task remain unexplored, especially for low-resource languages with limited parallel data. In this paper, we investigate the few-shot XLS performance of various models, including Mistral-7B-Instruct-v0.2, GPT-3.5, and GPT-4. Our experiments demonstrate that few-shot learning significantly improves the XLS performance of LLMs, particularly GPT-3.5 and GPT-4, in low-resource settings. However, the open-source model Mistral-7B-Instruct-v0.2 struggles to adapt effectively to the XLS task with limited examples. Our findings highlight the potential of few-shot learning for improving XLS performance and the need for further research in designing LLM architectures and pre-training objectives tailored for this task. We provide a future work direction to explore more effective few-shot learning strategies and to investigate the transfer learning capabilities of LLMs for cross-lingual summarization.
Accessible Adventures: Teaching Accessibility to High School Students Through Games
Venue: arXiv cs.HC 2024
Year: 2024

Accessibility education has been rarely incorporated into the high school curricula. This is a missed opportunity to equip next-generation software designers and decision-makers with knowledge, awareness, and empathy regarding accessibility and disabilities. We taught accessibility to students (N=93) in a midwestern high school through empathy-driven games and interviewed three Computer Science high school teachers and one librarian who taught programming. Accessibility education is currently insufficient in high school, facing challenges such as teachers' knowledge and conflicted curriculum goals. The students exhibited increased knowledge and awareness of accessibility and empathy for people with disabilities after playing the games. With this education outreach, we aim to provide insights into teaching next-generation software designers about accessibility by leveraging games.
LinkGPT: Teaching Large Language Models To Predict Missing Links
Venue: arXiv cs.LG 2024
Year: 2024

Large Language Models (LLMs) have shown promising results on various language and vision tasks. Recently, there has been growing interest in applying LLMs to graph-based tasks, particularly on Text-Attributed Graphs (TAGs). However, most studies have focused on node classification, while the use of LLMs for link prediction (LP) remains understudied. In this work, we propose a new task on LLMs, where the objective is to leverage LLMs to predict missing links between nodes in a graph. This task evaluates an LLM's ability to reason over structured data and infer new facts based on learned patterns. This new task poses two key challenges: (1) How to effectively integrate pairwise structural information into the LLMs, which is known to be crucial for LP performance, and (2) how to solve the computational bottleneck when teaching LLMs to perform LP. To address these challenges, we propose LinkGPT, the first end-to-end trained LLM for LP tasks. To effectively enhance the LLM's ability to understand the underlying structure, we design a two-stage instruction tuning approach where the first stage fine-tunes the pairwise encoder, projector, and node projector, and the second stage further fine-tunes the LLMs to predict links. To address the efficiency challenges at inference time, we introduce a retrieval-reranking scheme. Experiments show that LinkGPT can achieve state-of-the-art performance on real-world graphs as well as superior generalization in zero-shot and few-shot learning, surpassing existing benchmarks. At inference time, it can achieve $10\times$ speedup while maintaining high LP accuracy.
SMART: Scene-motion-aware human action recognition framework for mental disorder group
Venue: arXiv cs.CV 2024
Year: 2024

Patients with mental disorders often exhibit risky abnormal actions, such as climbing walls or hitting windows, necessitating intelligent video behavior monitoring for smart healthcare with the rising Internet of Things (IoT) technology. However, the development of vision-based Human Action Recognition (HAR) for these actions is hindered by the lack of specialized algorithms and datasets. In this paper, we innovatively propose to build a vision-based HAR dataset including abnormal actions often occurring in the mental disorder group and then introduce a novel Scene-Motion-aware Action Recognition Technology framework, named SMART, consisting of two technical modules. First, we propose a scene perception module to extract human motion trajectory and human-scene interaction features, which introduces additional scene information for a supplementary semantic representation of the above actions. Second, the multi-stage fusion module fuses the skeleton motion, motion trajectory, and human-scene interaction features, enhancing the semantic association between the skeleton motion and the above supplementary representation, thus generating a comprehensive representation with both human motion and scene information. The effectiveness of our proposed method has been validated on our self-collected HAR dataset (MentalHAD), achieving 94.9% and 93.1% accuracy in un-seen subjects and scenes and outperforming state-of-the-art approaches by 6.5% and 13.2%, respectively. The demonstrated subject- and scene- generalizability makes it possible for SMART's migration to practical deployment in smart healthcare systems for mental disorder patients in medical settings. The code and dataset will be released publicly for further research: https://github.com/Inowlzy/SMART.git.
Evaluating and Mitigating IP Infringement in Visual Generative AI
Venue: arXiv cs.CV 2024
Year: 2024

The popularity of visual generative AI models like DALL-E 3, Stable Diffusion XL, Stable Video Diffusion, and Sora has been increasing. Through extensive evaluation, we discovered that the state-of-the-art visual generative models can generate content that bears a striking resemblance to characters protected by intellectual property rights held by major entertainment companies (such as Sony, Marvel, and Nintendo), which raises potential legal concerns. This happens when the input prompt contains the character's name or even just descriptive details about their characteristics. To mitigate such IP infringement problems, we also propose a defense method against it. In detail, we develop a revised generation paradigm that can identify potentially infringing generated content and prevent IP infringement by utilizing guidance techniques during the diffusion process. It has the capability to recognize generated content that may be infringing on intellectual property rights, and mitigate such infringement by employing guidance methods throughout the diffusion process without retrain or fine-tune the pretrained models. Experiments on well-known character IPs like Spider-Man, Iron Man, and Superman demonstrate the effectiveness of the proposed defense method. Our data and code can be found at https://github.com/ZhentingWang/GAI_IP_Infringement.
Higher-order Structure Based Anomaly Detection on Attributed Networks
Venue: arXiv cs.LG 2024
Year: 2024

Anomaly detection (such as telecom fraud detection and medical image detection) has attracted the increasing attention of people. The complex interaction between multiple entities widely exists in the network, which can reflect specific human behavior patterns. Such patterns can be modeled by higher-order network structures, thus benefiting anomaly detection on attributed networks. However, due to the lack of an effective mechanism in most existing graph learning methods, these complex interaction patterns fail to be applied in detecting anomalies, hindering the progress of anomaly detection to some extent. In order to address the aforementioned issue, we present a higher-order structure based anomaly detection (GUIDE) method. We exploit attribute autoencoder and structure autoencoder to reconstruct node attributes and higher-order structures, respectively. Moreover, we design a graph attention layer to evaluate the significance of neighbors to nodes through their higher-order structure differences. Finally, we leverage node attribute and higher-order structure reconstruction errors to find anomalies. Extensive experiments on five real-world datasets (i.e., ACM, Citation, Cora, DBLP, and Pubmed) are implemented to verify the effectiveness of GUIDE. Experimental results in terms of ROC-AUC, PR-AUC, and Recall@K show that GUIDE significantly outperforms the state-of-art methods.
Think out Loud: Emotion Deducing Explanation in Dialogues
Venue: arXiv cs.CL 2024
Year: 2024

Humans convey emotions through daily dialogues, making emotion understanding a crucial step of affective intelligence. To understand emotions in dialogues, machines are asked to recognize the emotion for an utterance (Emotion Recognition in Dialogues, ERD); based on the emotion, then find causal utterances for the emotion (Emotion Cause Extraction in Dialogues, ECED). The setting of the two tasks requires first ERD and then ECED, ignoring the mutual complement between emotion and cause. To fix this, some new tasks are proposed to extract them simultaneously. Although the current research on these tasks has excellent achievements, simply identifying emotion-related factors by classification modeling lacks realizing the specific thinking process of causes stimulating the emotion in an explainable way. This thinking process especially reflected in the reasoning ability of Large Language Models (LLMs) is under-explored. To this end, we propose a new task "Emotion Deducing Explanation in Dialogues" (EDEN). EDEN recognizes emotion and causes in an explicitly thinking way. That is, models need to generate an explanation text, which first summarizes the causes; analyzes the inner activities of the speakers triggered by the causes using common sense; then guesses the emotion accordingly. To support the study of EDEN, based on the existing resources in ECED, we construct two EDEN datasets by human effort. We further evaluate different models on EDEN and find that LLMs are more competent than conventional PLMs. Besides, EDEN can help LLMs achieve better recognition of emotions and causes, which explores a new research direction of explainable emotion understanding in dialogues.
Enabling Efficient Batch Serving for LMaaS via Generation Length Prediction
Venue: arXiv cs.DC 2024
Year: 2024

Nowadays, large language models (LLMs) are published as a service and can be accessed by various applications via APIs, also known as language-model-as-a-service (LMaaS). Without knowing the generation length of requests, existing serving systems serve requests in a first-come, first-served (FCFS) manner with a fixed batch size, which leads to two problems that affect batch serving efficiency. First, the generation lengths of requests in a batch vary, and requests with short generation lengths must wait for requests with long generation lengths to finish during the batch serving procedure. Second, requests with longer generation lengths consume more memory during serving. Without knowing the generation lengths of batched requests, the batch size is always set small to avoid the out-of-memory (OOM) error, thus preventing the GPU from being fully utilized. In this paper, we find that a significant number of popular applications in the LMaaS scenario have a positive correlation between the generation length and the length of raw user input. Based on this observation, we propose Magnus, which can accurately predict the request generation length with the user input length, application-level, and user-level semantic features. Accordingly, Magnus can achieve high request throughput by batching requests of similar generation lengths together with adaptive batch sizes. Besides, Magnus can also schedule batches with the highest response ratio next (HRRN) policy to reduce request response time. Experiments conducted on our testbed show that Magnus improves request throughput by up to 234\% and reduces response time by up to 89.7\% compared to baselines.
Generating Piano Practice Policy with a Gaussian Process
Venue: arXiv cs.LG 2024
Year: 2024

A typical process of learning to play a piece on a piano consists of a progression through a series of practice units that focus on individual dimensions of the skill, the so-called practice modes. Practice modes in learning to play music comprise a particularly large set of possibilities, such as hand coordination, posture, articulation, ability to read a music score, correct timing or pitch, etc. Self-guided practice is known to be suboptimal, and a model that schedules optimal practice to maximize a learner's progress still does not exist. Because we each learn differently and there are many choices for possible piano practice tasks and methods, the set of practice modes should be dynamically adapted to the human learner, a process typically guided by a teacher. However, having a human teacher guide individual practice is not always feasible since it is time-consuming, expensive, and often unavailable. In this work, we present a modeling framework to guide the human learner through the learning process by choosing the practice modes generated by a policy model. To this end, we present a computational architecture building on a Gaussian process that incorporates 1) the learner state, 2) a policy that selects a suitable practice mode, 3) performance evaluation, and 4) expert knowledge. The proposed policy model is trained to approximate the expert-learner interaction during a practice session. In our future work, we will test different Bayesian optimization techniques, e.g., different acquisition functions, and evaluate their effect on the learning progress.
Skill-aware Mutual Information Optimisation for Generalisation in Reinforcement Learning
Venue: arXiv cs.LG 2024
Year: 2024

Meta-Reinforcement Learning (Meta-RL) agents can struggle to operate across tasks with varying environmental features that require different optimal skills (i.e., different modes of behaviour). Using context encoders based on contrastive learning to enhance the generalisability of Meta-RL agents is now widely studied but faces challenges such as the requirement for a large sample size, also referred to as the $\log$-$K$ curse. To improve RL generalisation to different tasks, we first introduce Skill-aware Mutual Information (SaMI), an optimisation objective that aids in distinguishing context embeddings according to skills, thereby equipping RL agents with the ability to identify and execute different skills across tasks. We then propose Skill-aware Noise Contrastive Estimation (SaNCE), a $K$-sample estimator used to optimise the SaMI objective. We provide a framework for equipping an RL agent with SaNCE in practice and conduct experimental validation on modified MuJoCo and Panda-gym benchmarks. We empirically find that RL agents that learn by maximising SaMI achieve substantially improved zero-shot generalisation to unseen tasks. Additionally, the context encoder trained with SaNCE demonstrates greater robustness to a reduction in the number of available samples, thus possessing the potential to overcome the $\log$-$K$ curse.
A short review on graphonometric evaluation tools in children
Venue: arXiv cs.CV 2024
Year: 2024

Handwriting is a complex task that involves the coordination of motor, perceptual and cognitive skills. It is a fundamental skill for the cognitive and academic development of children. However, the technological, and educational changes in recent decades have affected both the teaching and assessment of handwriting. This paper presents a literature review of handwriting analysis in children, including a bibliometric analysis of published articles, the study participants, and the methods of evaluating the graphonometric state of children. The aim is to synthesize the state of the art and provide an overview of the main study trends over the last decade. The review concludes that handwriting remains a fundamental tool for early estimation of cognitive problems and early intervention. The article analyzes graphonometric evaluation tools. Likewise, it reflects on the importance of graphonometric evaluation as a means to detect possible difficulties or disorders in learning to write. The article concludes by highlighting the need to agree on an evaluation methodology and to combine databases.
Primitive Agentic First-Order Optimization
Venue: arXiv cs.LG 2024
Year: 2024

Efficient numerical optimization methods can improve performance and reduce the environmental impact of computing in many applications. This work presents a proof-of-concept study combining primitive state representations and agent-environment interactions as first-order optimizers in the setting of budget-limited optimization. Through reinforcement learning (RL) over a set of training instances of an optimization problem class, optimal policies for sequential update selection of algorithmic iteration steps are approximated in generally formulated low-dimensional partial state representations that consider aspects of progress and resource use. For the investigated case studies, deployment of the trained agents to unseen instances of the quadratic optimization problem classes outperformed conventional optimal algorithms with optimized hyperparameters. The results show that elementary RL methods combined with succinct partial state representations can be used as heuristics to manage complexity in RL-based optimization, paving the way for agentic optimization approaches.